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KotH Lazarus RC4

An old friend brought back from the dead after 5 years in the dirt and given a clean new suit.

  1. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

    Messages:
    449
    Positive Ratings:
    695
    Another thing is that it blocks the container ships that might as well not be there. I only knew they were there from noclipping around.
     
  2. Void

    aa Void Local Man Unable To Map, Sources Say

    Messages:
    1,835
    Positive Ratings:
    2,887
    Things are startin' to look up! Here's what's changed:

    - Fixed smoothing groups in some parts of spawn.
    - Noculled part of the hologram in spawn to partially render when standing inside it.
    - Fixed collision on a lamp prop at mid.
    - Fixed clipping on fences in the submarine bay.
    - Fixed clipping in lower route tunnels.
    - Fixed visible nodraw behind a pair of displacements.
    - Opened up short wall overlooking the point.
    - Added small ledges off the exits of the high route.
    - Fixed a few visible dev textures.
    - Enabled collisions on player space palm trees.
    - Disabled collisions on wooden fence posts.
    - Changed two small ammos in the high caves to a medium health and ammo.
    - Updated detailing in out of bounds areas.
    - Blocked a sniper sightline between props at mid.
    - Fixed some clipping props in Red spawn.
    - Improved lighting in and around mid and connectors.
    - Fixed clipping behind generators.
    - Fixed lighting on ruins at mid.
    - Fixed floating lights in spawn.
    - Fixed a repeating texture in the yards.
    - Fixed mismatched cubemaps in the halls.
    - Increased audio cue for mid finale.
    - Added more spectator cameras.
    - Fixed a seam in the water between player space and the 3d skybox.

    Read the rest of this update entry...
     
    • Like Like x 3
  3. Jekyllson

    Jekyllson L3: Member

    Messages:
    115
    Positive Ratings:
    61
    Void, are you going to put this up on the Workshop soon? This would be perfect for the upcoming update with its jungle theme.
     
    • Agree Agree x 1
  4. Void

    aa Void Local Man Unable To Map, Sources Say

    Messages:
    1,835
    Positive Ratings:
    2,887
    With either the next version or the one after, we'll launch the workshop submission, yep! We still have a few things we want to do with it before uploading, but we're almost there!
     
  5. Void

    aa Void Local Man Unable To Map, Sources Say

    Messages:
    1,835
    Positive Ratings:
    2,887
    Somewhat minor changes towards a larger goal. Here's what's changed!

    - Fixed clipping on stone platform beneath the point.
    - Fixed a ledge players could stand on above the battlements paths.
    - Disabled collisions on gameplay signs.
    - Expanded capture area by 50% and adjusted surrounding geo to reflect the change.
    - Adjusted displacement blends to lead players along more clear and concise paths.
    - Fixed an asymmetry issue in the rock spires.
    - Updated collision mesh for the rock spires.
    - Changed ocean texture.
    - Fixed a prop clipping through a cave wall.

    Read the rest of this update entry...
     
    • Like Like x 3
  6. Void

    aa Void Local Man Unable To Map, Sources Say

    Messages:
    1,835
    Positive Ratings:
    2,887
    Big day! Here's what's changed.

    - Reduced capture time from 10 seconds to 8 seconds.
    - Fixed some visible nodraw in the spawns.
    - Fixed rendering issue in the spawn fountains.
    - Added a new Welcome Point.
    - Updated Volcano.
    - Updated stone materials.
    - Added brand new detail sprites by Fuzzy.
    - Fixed intersecting brushes on RED dropdown.
    - Clipped off ledges on the side routes at mid.
    - Fixed mismatched cubemaps on the side routes at mid.
    - Fixed z-fighting at mid.
    - Various minor detailing updates.
    - Added menu photos.
    - Uploaded to the Steam Workshop.

    You can now find it on the Workshop here!

    Read the rest of this update entry...
     
    • Like Like x 5
  7. Void

    aa Void Local Man Unable To Map, Sources Say

    Messages:
    1,835
    Positive Ratings:
    2,887
    I'm feelin' good about this and will likely be slowing down the development of it as I'm in a pretty comfortable position with it for now. So here's a Release Candidate! Here's what changed:

    - Increased volume of waterfalls at mid.
    - Disabled collisions on handrails in the side halls.
    - Extremely thorough clipping second pass.
    - Added more cubemap sources.
    - Optimized additional prop fades.
    - Reduced volume of hologram hum in spawns.

    Read the rest of this update entry...
     
    • Like Like x 2
  8. Void

    aa Void Local Man Unable To Map, Sources Say

    Messages:
    1,835
    Positive Ratings:
    2,887
    Took some time off to do other things but here's an update focused on optimizing as much as I can! Maybe even more in the future, who knows! Here's what changed:

    - Prop fade optimization.
    - Changed areaportals in the submarine bays to areaportal windows.
    - Added filler overlays beneath the ivy and vines.
    - Fixed continuity error in arrow placement.
    - Fixed lower tunnel route to have a more apparent barrier.
    - Changed high route entrance to be more visible out of spawn while also fixing vis optimization from mid.
    - Additional hint optimization.
    - Fixed clipping on certain pillars in the hallways.

    Read the rest of this update entry...
     
    • Like Like x 3
  9. Void

    aa Void Local Man Unable To Map, Sources Say

    Messages:
    1,835
    Positive Ratings:
    2,887
    This is likely the last version I'll be submitting for consideration into the Jungle update. It's been a fun ride, and I've done all I've set out to do. Best of luck to everyone in the Jungle Update, we're all in this together.

    Here's what's changed.

    - Removed the point_push from the top of the spires at mid and replaced with a func_nobuild to stop the spires from throwing off jumpers.
    - Closed off outer-mid-route windows to improve optimization.
    - Improved signage.
    - Changed paint patches underneath medkits and ammo to white to improve readability.
    - Fixed clipping in the stairs leading up to the top of the cave ruins paths.
    - Changed ladders to appear less like a way up.
    - Fixed the floating monitor in spawns.
    - Improved skycards.
    - Fixed some faces with incorrect cubemaps.
    - Additional detailing and asset refinement.

    Read the rest of this update entry...
     
    • Like Like x 4
  10. SmallBiscuit

    SmallBiscuit L7: Fancy Member

    Messages:
    463
    Positive Ratings:
    247
    Can I just say that if this and overgrown don't make it into the jungle update, I will be thoroughly confused and saddened? this is such a well-done map...
     
  11. Void

    aa Void Local Man Unable To Map, Sources Say

    Messages:
    1,835
    Positive Ratings:
    2,887
    A final push to finalize things even more than the last version, this has a lot more polish to it. Hopefully! Here's what changed:

    - Updated submarine bay routes to improve optimization.
    - Rehauled hint/skip brushes, thanks to UEAKCrash for the feedback!
    - Fixed a hole in brushwork in the RED grate room.
    - Optimized prop fades.
    - Reduced detail sprites by 33%.
    - Fixed a playerclip ledge on the submarine bay route doors.
    - Updated 3d skybox.
    - Updated tower overlooking mid.
    - Added new rooftop models by Sedi.
    - Updated menu photos.
    - Minor detail additions.

    Read the rest of this update entry...
     
    • Like Like x 1
  12. Micnax

    aa Micnax Back from the dead (again)

    Messages:
    2,100
    Positive Ratings:
    1,562
    Absolutely well deserved to be in the Jungle update along with the other maps :D
     
  13. SmallBiscuit

    SmallBiscuit L7: Fancy Member

    Messages:
    463
    Positive Ratings:
    247
    this got in?

    Edit: huh... so it did
     
  14. YOYOYO

    aa YOYOYO l666: Member of the Sacred Duck

    Messages:
    525
    Positive Ratings:
    406
    congratz on getting it in, void and helpers!
     
  15. Erk

    Server Staff Erk erk

    Messages:
    356
    Positive Ratings:
    925
    [​IMG]

    Yup. Never had a doubt. I like my hat.
     
    • Like Like x 3
  16. basilhs333

    basilhs333 L10: Glamorous Member

    Messages:
    721
    Positive Ratings:
    234
    congrats bro!
    but i was sure that overgrown would make the cut too
     
    • Agree Agree x 1
  17. YOYOYO

    aa YOYOYO l666: Member of the Sacred Duck

    Messages:
    525
    Positive Ratings:
    406
    I know right?
     
  18. Xayir

    Xayir L3: Member

    Messages:
    127
    Positive Ratings:
    68
    Overgrown didnt got into the update cos it wasnt really in jungle theme more like abandoned city theme
     
    • Respectfully Disagree Respectfully Disagree x 1